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General Tabletop Discussion
*TTRPGs General
Worlds of Design: How "Precise" Should RPG Rules Be?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7769696" data-attributes="member: 6873517"><p>Good point, and props for mentioning Toon... 'cause Toon. I only played it once, and I'm not generally a fan of comedy RPGs, but Bub Hare, Bugs' cousin who munched on parsnips and was from a tougher part of Brooklyn got to fall down more than once. </p><p></p><p></p><p></p><p></p><p>I'm not sure I'd really characterize that as "rules precision" per se. HERO or GURPS are both examples of very precise systems. They're point buy type systems rather than class/level. Using a class/level system is a design choice that many games make, particularly ones that have an implicit "zero to hero" basis and are trying to keep all the PCs on similar rough power positions. They have their benefits, but introduce some definite rough spots or "<a href="http://archive.wizards.com/default.asp?x=dnd/dd/20060120a" target="_blank">proud nails</a>". You're right, the old wizard or old veteran is level 1 is an example. This is really more a property of a level system, though, not a class system, and you'd likely see the same thing happen in a point buy system with fixed point totals unless there was a way for the true novice to leave points unspent or allocated to "good fortune" or something like that.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7769696, member: 6873517"] Good point, and props for mentioning Toon... 'cause Toon. I only played it once, and I'm not generally a fan of comedy RPGs, but Bub Hare, Bugs' cousin who munched on parsnips and was from a tougher part of Brooklyn got to fall down more than once. I'm not sure I'd really characterize that as "rules precision" per se. HERO or GURPS are both examples of very precise systems. They're point buy type systems rather than class/level. Using a class/level system is a design choice that many games make, particularly ones that have an implicit "zero to hero" basis and are trying to keep all the PCs on similar rough power positions. They have their benefits, but introduce some definite rough spots or "[URL="http://archive.wizards.com/default.asp?x=dnd/dd/20060120a"]proud nails[/URL]". You're right, the old wizard or old veteran is level 1 is an example. This is really more a property of a level system, though, not a class system, and you'd likely see the same thing happen in a point buy system with fixed point totals unless there was a way for the true novice to leave points unspent or allocated to "good fortune" or something like that. [/QUOTE]
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